Product Chat / Monster Update Launched!

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LeeBamber
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Posted: 23rd Jul 2018 21:08
Hi All,

I am pleased to announce the launch of the Monster Update, more information can be found here: https://www.thegamecreators.com/post/gameguru-launches-monster-update

As you know, we run internal tests, beta tests, and even Public Preview tests, but we can never catch all the issues until it really goes live. If you find anything that you think is a new issue, please do post it to our GitHub issues tracker which we will be monitoring closely this week in light of the launch: https://github.com/TheGameCreators/GameGuruRepo/issues
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Belidos
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Posted: 24th Jul 2018 09:25
I love the append system you've added for animations, that's going to make life a lot easier when using stock animations from site like maximo etc.

Any chance you could do a twitch explaining that system?

I'm assuming you need a base rigged model with no animations, or at the least an idle animation, and then a model for each of the other animations?

Do the animation models need to have meshes? Or can they be just rigs with animations to save on file sizes etc?

What is the .xsl in the _fbx folder for? Is it required and if so how would we make our own?
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Solar
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Posted: 24th Jul 2018 09:52
Hi Lee and all the Game-Guru people!

I love the new monster update, thank you very much! I'ts awesome! The only problem I have is that the characters don't shoot at me.

When I place one of the stock characters in my level e.g. the masked soldier, when I approach him, he turns and aims at me but does not shoot. When I get close to him, he will kick at me, but that's it.
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MooKai
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Posted: 24th Jul 2018 10:08
BSP weapon pack (ak47, M16) from the TGC store...
All weapons are black, the hands too.
Black & glossy.
No problems with the default weapon set.
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synchromesh
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Posted: 24th Jul 2018 10:11
Quote: "BSP weapon pack (ak47, M16) from the TGC store...
All weapons are black, the hands too."

Yes that's been mentioned
Not sure if that's a bug or an update required by the creator ?
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Solar
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Posted: 24th Jul 2018 10:16
Anyone else having a problem with the AI not shooting back, or is it just me?
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MooKai
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Posted: 24th Jul 2018 11:46
For me it’s a bug at the moment...
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tdreisinger
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Posted: 24th Jul 2018 14:12
Quote: "Anyone else having a problem with the AI not shooting back, or is it just me? "


All masked soldiers are firing at me.
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Posted: 24th Jul 2018 15:11 Edited at: 24th Jul 2018 15:22
Set the viewcone angle to 180
Set the viewdistance to about 1000

Then its a Whole different ball game .. Well it is for me anyway ..
You can use debug to see what's going on and set your own preferences
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Belidos
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Posted: 24th Jul 2018 16:36
Quote: "Anyone else having a problem with the AI not shooting back, or is it just me?"


As Syncro posted, most of the soldiers for some reason are set by default to only see you if you are right up close and directly in front of them, you have to go into their properties and increase the viewcone angle (from what i understand 180 is actually 360) and viewdistance.
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Posted: 24th Jul 2018 16:45
Quote: "180 is actually 360"

180 is full circumference if you check out the debug tab …
I used to use 360 till someone pointed it out to me
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Belidos
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Posted: 24th Jul 2018 17:46
Quote: "180 is full circumference if you check out the debug tab …
I used to use 360 till someone pointed it out to me "


That's what i was saying, if you want 360 then use 180.
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DVader
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Posted: 24th Jul 2018 17:58
RE Append. I could be wrong of course but in DB Pro you just had to add each anim in with a bit of code. So you could have 10 animations, all separate but the same model, then just add them in and save as one object (DBO) with all 10 anims. I imagine it will be similar with this but not sure how you would actually run the code. So certainly one for Twitch, if that's a thing still! I hated doing anim's all in a line so append was very useful at the time.

Nice update from my tests so far as well!
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synchromesh
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Posted: 24th Jul 2018 18:27
Quote: "That's what i was saying, if you want 360 then use 180."

Yep you did …. I stand corrected
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Posted: 24th Jul 2018 20:43
Al so , if you shoot an Ai they freeze for a couple off seconds and then thy react and shoot back.
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synchromesh
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Posted: 24th Jul 2018 20:47
Quote: "if you shoot an Ai they freeze for a couple off seconds and then thy react and shoot back."

Well he's hurt ...Give the man time to catch his breath and shoot back wont ya ..
J\K
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PCS
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Posted: 24th Jul 2018 20:59
@synchromesh. hehehe ok will give him some breathing space.
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reyandekcire
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Posted: 25th Jul 2018 10:56
Huge update, really appreciated.
Nevertheless, I confirm that some BSP's weapons (AK47, M16A4) now have black texture ( curiously, BSP's Kar98 rifle and HK23 suppressed pistol and MP5submachine gun work properly)

And as Bod stated, in FPV, walking/running animation is far much slower than it used to be and the character seems like "bouncing" a bit...

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Posted: 25th Jul 2018 11:06 Edited at: 25th Jul 2018 11:12
For guns with pure black shiny look it means the requested texture isn't found. Check the gunspecs and compare working vs. non-working models to see if there is a difference in the textured=x line. Guns no longer force load the gun_ maps onto the mesh by default. The system now *correctly* gets the map names from the model itself if the textured field is left blank (makes multiple textures possible). It may be an issue of needing to manually specify the map or change the assigned shader.

Also note, vsync is on by default and anim speed is affected by this a bit depending on FPS. It could also be related to how he had gunspec settings set up. There were A LOT of settings which were either not being read or read/applied correctly but now are.
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reyandekcire
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Posted: 25th Jul 2018 17:17
I have checked the gun specs and both textured and non textured have "textured=gun_D.dds" ... I will try with "old" texture provided with the guns. thanks for helping
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reyandekcire
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Posted: 25th Jul 2018 17:26
No way, they are still untextured.... Hopefully BSP will fix it if this is not a GG issue ( by the way, walking/running animation gets better by simply changing character speed from 100 to 200, still bouncing a bit nonetheless - added some kind of Wallaby's DNA in GG ?? )
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Pink Panther
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Posted: 25th Jul 2018 17:50
Wow! What a great update! Thank you so much to Lee and everyone in this fantastic and talented community!
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LeeBamber
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Posted: 25th Jul 2018 18:34
The thanks go out to the GitHub freelancers, I just cobble things together For the BSP weapons, my intent was always to retain backwards compatibility, so if you can post a screenshot of the issue and the exact name of the BSP weapon in the shot, I will go through and try and reproduce it. Thanks.
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reyandekcire
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Posted: 25th Jul 2018 21:14 Edited at: 25th Jul 2018 21:18
Hi Lee

First of all, thanks for this great update.
Here are the screenshots with BSP's weapons (2 work fine, 2 have 'lost' their textures somewhere in the process )

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Flatlander
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Posted: 25th Jul 2018 21:35 Edited at: 25th Jul 2018 21:58
I imported several BSP WWII weapons from FPSC using WeaponWelder 1.6.4 and they are looking and working great. These are WWII/Kar98, LugerP08, MG42, MP40, Panzerfaust, Thompson M1A1. They might be a little too glossy (not much) but I'm personally OK with it.

However, I do have a BSP/Weapons gun called Shoulder-Launched Missilethat show up black. See attached. It appears that this gun has all the DDS files. List: gun_color, normal, metalness, D, and S. It also has a gun_cube, whatever that might be.

I ran the gun_d.dds through Normalizator using the "magic" button and image number 2 is the result. A little dark I suppose but there is texture.
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MooKai
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Posted: 25th Jul 2018 21:59
the problem with the "black" untextured weapons came with the monster update.
before everything was fine

uhhh I just saw that there's a new weapon pack coming for GG.... will buy it
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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cybernescence
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Posted: 25th Jul 2018 22:09
If the mesh texture is named gun_d and the gunspec texture is also gun_d GG lose the texture and a black weapon results. I just removed the mesh name with fragmotion on one of BSPs guns and it now finds the texture specified in gunspec. Definitely a change brought on with the monster update.

Cheers.
Flatlander
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Posted: 25th Jul 2018 22:12 Edited at: 25th Jul 2018 22:32
MooKai wrote: "uhhh I just saw that there's a new weapon pack coming for GG.... will buy it"


I already bought it and got a steam key but it's not uploaded to steam yet. I'm sad but patient.

I believe there is texture there but it is very, very dark. It was even dark after running through Normalizator, but not quite as dark.

BTW, when it was said that it was in the mesh I deleted the texture file name in the gunspec file. It was slightly lighter but still pretty dark. I actually lightened the image to show that there is texture.
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Flatlander
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Posted: 25th Jul 2018 22:50
BTW Lee, not only do I give tremendous thanks to those who created the parts but I also give the same thanks to the master cobbler. High-quality shoes require a high-quality cobbler, don't you know.

Triple thumbs up.
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Posted: 25th Jul 2018 23:02
visuals look good. Running smoothly. Just needs a full 3rd person view now. Great job guys.
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Posted: 25th Jul 2018 23:38
Quote: "I already bought it and got a steam key but it's not uploaded to steam yet. I'm sad but patient. "

Should be good to go now
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Posted: 26th Jul 2018 00:26 Edited at: 26th Jul 2018 00:29
if the weapon is "bouncing" make sure he has a value set for simplezoomspeed to smooth runy offset transition and also check the player wobble height setting in the start marker. 150 should be default. Lastly, check in setup.ini and try disabling player speed mods ( was previously disabled by default) this mod will cause the anim playback speed to change based on travel speed. If the weapon wasn't animated or setup properly, having this enabled will definitely change how it behaves.

Quote: "I believe there is texture there but it is very, very dark. It was even dark after running through Normalizator, but not quite as dark."


That's most likely a shader issue then. You guys could also try leaving the effect field blank to see if that helps anything.
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Posted: 26th Jul 2018 01:13 Edited at: 26th Jul 2018 01:32
Quote: "And as Bod stated, in FPV, walking/running animation is far much slower than it used to be and the character seems like "bouncing" a bit..."

Yeah, sometimes it fees like those dreams where you are trying to walk or run but something is holding you back

Quote: "so if you can post a screenshot of the issue and the exact name of the BSP weapon in the shot, I will go through and try and reproduce it."

Quasar Gun - Darker and no illumination. Worked fine before current PP.


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Flatlander
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Posted: 26th Jul 2018 03:01
Here is my "Quasar gun" with two different lighting schemes. One darker and one lighter.

The following is what I had done to get it to show better.

In the gun file, there are other images that start with "Quasar." These are not needed. Either delete them or move them out of the gun file. In the gunspec.txt file, I made sure the texture and effect were the following.

textured = gun_D.dds
effect = effectbank\reloaded\weapon_bone.fx
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Solar
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Posted: 26th Jul 2018 09:15
@ Synchromesh: I set the viewcone to 180 and the the viewdistance to 1000, but the AI still does nothing.
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synchromesh
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Posted: 26th Jul 2018 09:19
Have you tried verifying and rebooting since the monster update ?
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Posted: 26th Jul 2018 09:32 Edited at: 26th Jul 2018 10:04
@Synchromesh: How do I verify?

Edit - OK, got it verified, and it said 103 files missing. After I verified again, I rebooted and AI still does nothing.
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granada
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Posted: 26th Jul 2018 10:02
After a major update i just uninstall and do a clean re install

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Solar
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Posted: 26th Jul 2018 10:30
Did the verify and everything, still no luck. AI just stands there...
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Posted: 26th Jul 2018 10:47
Hi reliquia
A HUD Very nice !!!
Can you add a HUD machine to the GG so that without coding we can make the custom HUD?
amir

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OldFlak
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Posted: 26th Jul 2018 10:58 Edited at: 26th Jul 2018 12:31
Quote: "The following is what I had done to get it to show better.

In the gun file, there are other images that start with "Quasar." These are not needed. Either delete them or move them out of the gun file. In the gunspec.txt file, I made sure the texture and effect were the following.

textured = gun_D.dds
effect = effectbank\reloaded\weapon_bone.fx"

OK, did all that and looks better now.
Since the FPE references the deleted quasar_gun_D.dds I also changed the references in the FPE to match those in the gunspec.txt file.



Edit: Mod work in progress.

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synchromesh
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Posted: 26th Jul 2018 12:18
Quote: "Did the verify and everything, still no luck. AI just stands there... "

Is this an old map or a new one ?

Try an absolute fresh map with start marker and character
set the viewcone to 180 and the the viewdistance to 1000,
Then run it

You can press tab and hit the debug slider to see all the viewcone and view distance to insure your in range
Give it a second when you run a test …. it takes a second for you to be detected ..
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Solar
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Posted: 26th Jul 2018 13:14
@Synchromesh: Yes, it is a new fresh map. I set the viewcone and distance like you said, also did the debug. Nothing works, the AI still only stands there. I even did an uninstall and a fresh install, still the same. Funny thing is that with the previous update before the monster update, the AI was working perfectly, and I was so glad.

Now I don't know what to do anymore, might as well give up.
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synchromesh
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Posted: 26th Jul 2018 14:14
Ok I only have one thing left … Did the uninstall remove your files folder or leave it intact ?
If it left it there than rename it to files2 and reinstall so you still keep your old stuff..
This way there is no old files contamination … Assuming the uninstall did not remove the folder .

Does everything else run ok ?
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Posted: 26th Jul 2018 16:59
Update Notes wrote: "Customizable Projectile System"

Yes
Update Notes wrote: "Added CharacterKitSampleParts.zip to Docs folder for users who want to create their own Character Creator Parts and need a good sample"

YES
Update Notes wrote: "Added infinity symbol for weapons that have a reload quantity of zero"

YEEEESSSS

Team, contributors, Lee; this is amazing work.
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Flatlander
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Posted: 26th Jul 2018 18:57 Edited at: 26th Jul 2018 18:58
Solar wrote: "Now I don't know what to do anymore, might as well give up"


No need to give up. I can't remember if you said that the NPC using the ai is something you created or if it is a stock character. If it is custom, the first thing to do is use a stock NPC and see if that works. If that one works then make sure that your custom NPC has a Lua script and that it is pointing to the right folder/directory and is not misspelled. Most of the time that an NPC does not do what it should be doing is that there is no script that tells it what to do. The stock soldiers use either ai_cover.lua or, ai_soldier.lua which is the prominent one to use. However, if you have a custom NPC, then the stock script may not work with it and you will have to write a customized script.

If none of this works or solves the mystery, then completely uninstall GG through steam and then reinstall GG. This will not delete any of your purchased or custom/created objects.
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synchromesh
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Posted: 26th Jul 2018 21:00
Quote: "If none of this works or solves the mystery, then completely uninstall GG through steam and then reinstall GG. This will not delete any of your purchased or custom/created objects."


Its a stock character and the rest you mention has been done ….
The only thing left is literally make sure the files folder doesn't stay … Rename to keep the old and then reinstall
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Flatlander
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Posted: 26th Jul 2018 22:50
OK, sorry, I was too lazy to read all the posts regarding this. Still, whatever is wrong I am sure can be fixed as it is working for everybody else. Well, working at least for me.

I will stay out of it. I just want to encourage you to keep on keepin' on.
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synchromesh
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Posted: 26th Jul 2018 23:01 Edited at: 26th Jul 2018 23:02
Quote: "I am sure can be fixed as it is working for everybody else. Well, working at least for me."

I agree … has to be something stupid ?

Quote: "I will stay out of it."

Don't do that … keep thinking im on my last idea
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 27th Jul 2018 07:58
@ Synchromesh and Flatlander: Thanks for thew help, guys. I used a stock NPC with the ai_soldier.lua. When I did the uninstall it didn't remove all the files, so I will try what you suggested, Synchromesh.
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